The Basics Thread - Primer on YouTube!

It’s just a training mode bug, for whatever reason the dummy just won’t block if you cross them up like that while they’re in the air.

As I thought… Thanks…

I just want to make sure about throws. Sometimes it seems I can tech a throw while others I can’t. Especially some throws such as PTX’s which is supposedly easy to mash out of. Does this game have counter-hit throws like in Blazblue?

I’d test it myself but I don’t have someone else to mash buttons for me right now.

Okay, so I noticed that when you land a j.C on an airbourne opponent (not as part of an arial rave) it will knock down and cause the dummy to roll. Is this a forced roll like in MvC2? Or can they roll the other way if they wish?

checkin out the tvc basics thread. thnx guys

…Okay. I know you cant Megacrash when getting hit but a super, but did anyone know that you cant Megacrash AT ALL during the Super DURATION? Like for example, if Megaman does his Machine super and he aims it up, avoiding his opponent, the opponent cannot megacrash at all. he just dashes.

Am I late or what?

Yup, same thing if roll is using a heal, you can’t megacrash and go for the punish if you’re in a fall state, or getting locked down by an assist, which are the two most normal cases.

Just a note to some people. I noticed that a lot of people are including things like 5B > 2B in their combos. Personally I would try to remove any types of standing attacks and practice your combos solely on a crouching opponent. I don’t know about some of you, but to me, combos being as universal as possible is pretty important as a lot of characters can duck under 5B’s. This will ultimately end your combo and even give oppertunities for the opponent to punnish your mistake…

I’d say it’s wrong to give them as universal combos with some characters who have particularly high neutral attacks, as there are characters who have said attacks at a relatively low range (especially Roll/VJ). On the other hand, even with the characters with higher ones, there’s nothing wrong with character-specific combos, as long as they’re presented as character-specific.

Yeah I’d say it’s good to know which combos to use to maximize damage in each situation, although, of course, that’s up to you.

ive been wondering, why sometimes when I try to mega crash during an aerial rave (in the case of casshan or karas) the MC doesnt come out?

its something that happens randomly to me, sometimes I just do with casshan launcher, SJ j.a j.a j.b j.b JC j.B mega crash, but I got a baroque instead what am I doing wrong? im just not pressing the 4 buttons at the same time? because I tried it with the ABC button on PS2 pad + Assist and still doesnt come out, is it a timing matter?

One of your problems might be that you’re hitting it too early. For whatever reason, you have to link the MC instead of being able to cancel it. That’s what it seems like to me, but I’ve only used them a couple times.

I’d just Mega Crash after doing a double jump.

Not sure where else to put this but is there an option in the controller settings or something to to prevent you from whipping out a super everytime you press a direction and ABC? Sometimes when I try to do a quick air dash I get super instead, eg: 9 + ABC.

I doubt it. What controller are you using? I’ve never had that happen with the Hori Fighting Stick. I think you’re Tiger Kneeing the supers.

PS1 pcb stick with a Magic Path II convertor. Ive noticed that if you want to air dash you should keep your stick in neutral then press ABC. I guess its something i have to get used to.

ok, sorry if this question is too noob for even the basics thread, but i gotta start somewhere…

In combo videos I see people doing aerial rave combos and then jumping back up while the opponent is falling and continuing the combo. Whenever I do this though, the hit counter gets reset like it’s not counting it as part of the same combo. I don’t think I’m doing it any slower than the examples I’m seeing, but I don’t know… This is the main situation where the hit counter is getting reset for me, but there are a few other times too, like canceling specials into supers in the air in some cases.

I’m not sure exactly what you’re referring to by “jumping back up while the opponent is falling and continuing the combo.” If you link a vid where this is happening I could explain it to you. Also comboing specials and supers can be finnicky, just try different combinations. For example, if you want to combo morrigan’s level 3 super in an aerial rave, it’ll only work with: A,B,A soul fist (won’t work with B or C version), 421A+B.

thanks for the reply. What I meant is that it looks like the player is starting an aerial rave combo, then they drop to the ground and jump up again (while the opponent is still in the air) and continue juggling them- and this all counts as one combo. Whenever I try to do that though, the combo counter is reset.

[media=youtube]S3irqZy4um8&feature=related[/media]

in this video around :08 ken starts a combo like what I’m talking about. As far as comboing specials into supers, I see what you mean- I worked on my timing and got it down better, as well as finding some things work and others don’t.

I discovered something kinda useless, but also kinda funny and amusing [depending on the character]:
-(Optional) Prerequisites: Assign one button to A+B+C (a.k.a one button dash) and another button to ‘Taunt’.
-Dash+Taunt = dash with taunt commentary!

Works for all characters including Doronjo [she can do it mid-air as well; both ground and air versions cancel the floating heart projectile]. However, Morrigan is the only character I found who cannot perform this.

For better results, do the TvC version of a wavedash (while holding 1_3, A+B+C, repeat…). For even better results, do it with characters who have fast backdashes. For best results, do with Polymar, Tekkaman, Soki, Doronjo, and Viewtiful Joe.